Stormwind Technology entered the game with 3.1 billion yuan and resumed trading yesterday
Storm Technology announced last Friday that it plans to issue 39.19 million shares to counterparties at 55.46 yuan/share and pay 932 million yuan in cash for a total price of 3.1 billion yuan. The daily limit will be closed after trading resumes on March 28. On March 28, at a press conference held by Stormwind Technology, Feng Xin released several wilder investments.
Storm Technology closed the daily limit after resuming trading on March 28, and then returned to the daily limit after a short dive. At noon, it reported 105.41 yuan, with a total market value of 29 billion yuan. As of noon, Stormwind's trading volume was 178,600 lots, with a turnover rate of 27%, and a turnover of 1.863 billion yuan. Today's intraday stock price was as low as 98.5 yuan.
Stormwind Technology announced last Friday that it plans to issue 39.19 million shares to the counterparty at 55.46 yuan/share and pay 932 million yuan in cash for a total price of 3.1 billion yuan to acquire 100% equity of Ganpu Technology and 60% equity of Caocao Bear Film., and 100% equity of Lidong Technology, the company will use this to increase its game and film and television business.
March 24 marks the first anniversary of Stormwind's landing on the GEM. Like most listed companies, it is a day when a large number of restricted shares are lifted. Stormwind's lifting of the ban this time reaches 127 million shares, accounting for 46.35% of the total share capital.
On March 28, at the press conference held by Stormwind Technology, Feng Xin released several wilder investments:
1. Acquired 100% equity of Ganpu Technology and Lidong Technology, invested in Tianxiang Interactive, and jointly established a game distribution platform and jointly established a game investment fund of 300 million yuan;
2. Strategically invested in Ocean Music Group (which has Kugou Music and Kuwo Music) to organize a strategic alliance with a large entertainment ecosystem;
3. Plans to acquire 60% equity of Caocao Bear Film and jointly established the VR film and television production company Storm Caobao Bear.
Previously, Stormwind Technology had announced a merger and reorganization plan. Excluding the investment quotas of Ocean Music Group and Tianxiang Interactive, the acquisition amounts of Ganpu Technology, Lidong Technology and Caocao Bear Films were 1.05 billion yuan, 975 million yuan and 1.08 billion yuan respectively. These three items alone will cost 3.1 billion yuan.
With such a big game, what does Stormwind Technology want to do?
To do everything about the game: Open Guns Easy to Avoid
Storm announced that they want to implement a game strategy that integrates game research and development, distribution, overseas, VR, movie and game linkage, and investment funds. So why did the storm achieve all this? With crude acquisitions.
Looking at the several companies acquired by Stormwind in this round: they said that Gampu Technology's main business is overseas mobile game distribution, with promotion channels in 155 countries and regions around the world, and once issued "Chaos to the West", representing Stormwind's overseas distribution layout;
Lidong Technology has published "Song in the Cloud" and "Tianji", and has a history of operating games with a monthly turnover of more than 100 million yuan and more than 30 IPs; Tianxiang Interactive is good at IP game operations; Caoxiong Film owns the IP of "Shushan War", which is the joint layout of Stormwind's IP operation and movie games; established a
game investment fund with Tianxiang Interactive of 300 million yuan for high-quality game research and development and IP incubation. This is Storm's R & D and investment layout;
Jointly established a game distribution platform, which is Storm's distribution layout;
You can think Stormwind is telling a story, but in fact, Storm's game layout may just be a cover.
To create a VR with sales of 10 million yuan: Dark Arrow
Storm Mirror CEO Huang Xiaojie said at the meeting that the sales of Storm Mirror have exceeded 1 million, and 5000 offline experience stores have been opened in China. He predicted that hardware manufacturers will be completely eliminated if they ship less than 1 million this year.
What is the concept of a VR device with 1 million sales? Grape King and a VR game developer once estimated based on the number of background downloads. In February this year, Gear VR's holdings may only be 100,000 units. The HTC Vive was released for 10 minutes, and its holdings barely exceeded 15,000 units-this is actually the prime time for sales of a slightly unpopular hardware.
Of course, Huang Xiaojie did not specify the proportion of different grades of storm equipment among the "1 million" sales volume. But the size of 1 million users is indeed enough to support an ecosystem. Grape King also experienced a glasses box using Samsung's latest mobile phone on the spot and found that the effect was better than expected, and there was almost no difference between Gear VR.
It should be noted that Feng Xin made it clear at the beginning of the press conference that VR does not belong to Storm's layout in the big entertainment ecosystem-VR is not one of the content, but the next Internet platform. In other words, Storm's layout in the pan-entertainment field will ultimately serve VR. VR games are obviously one of the good monetization models in such a mobile ecosystem.
Previously, for the gaming industry, Stormwind Technology may be just a layman selling hardware. However, Stormwind Technology, which has the basic business of R & D, distribution, operation, and video-game linkage, cannot compete head-on with major manufacturers in the field of mobile games, but it is enough to catch manufacturers who want to enter VR games by surprise in the VR field it is familiar with. The so-called game layout is just a combination of virtual reality and reality, and the VR game trends behind it are the issues that practitioners should really pay attention to.
Huang Xiaojie also said that in 2016, the sales target of Storm Mirror is 10 million, and the target of offline stores is 10,000. If it can be built, the power of Storm Mirror in games may be as good as a few hits in a segment.
To create a hotly speculated entertainment ecosystem: The core of the story
If VR games are the sword that storms break into the game market, then the entertainment ecosystem is the sword hilt that can manipulate the sword and continue to provide capital and content support for VR games.
Entertainment content and video content have always been the focus of many Internet companies. Although Stormwind Technology started with Stormwind videos, it may not be able to gain benefits in the Red Sea. The author suspects that the seemingly unreliable VR is actually the focus of Storm's layout, while the seemingly booming entertainment ecosystem is the core of Storm's storytelling.
The main purpose of investing in Ocean Music Group should be to fill the gap in Storm's music content chain, and the secondary purpose should be its so-called 150 million daily users. The acquisition of a 60% stake in Caocao Bear Pictures may be due to Wu Qilong's enthusiasm for VR content-this is also what Wu Qilong has repeatedly emphasized in several "Shushan Wars".
A complete large entertainment chain can write a complete story, allowing Storm to always have the ability to obtain capital and survive the most burning years before the VR industry broke out; and the content contributed by the entertainment chain will be directly exported to the VR field to fill the current The most urgently needed VR content. This may be the essence of Stormwind Technology's "Big Entertainment Ecological Alliance".
All in all, whether it is the "Big Entertainment Ecosystem Alliance" or the so-called "inbound games", they are all the stories and covers of Storm Technology. VR has always been the most differentiated feature of Stormwind Technology and other entertainment companies, and it is also its core competitiveness.
Adapt to the market externally with a high-profile, continue to deploy VR internally, and continue to follow this witty, wild, and somewhat distracting approach. No matter how mixed the reputation is, if traditional game makers do not speed up the deployment of VR, they will immediately block the momentum of the barbaric growth of the storm. In the future, the storm may become a force that cannot be ignored by the VR circle and the game industry. And if you still think it is a company that deceives consumers and sells third-rate VR hardware, maybe you are the biggest loser in the entire capital game.
Editor: vian